[WIP] Project MSX [Gameplay Mod] Beta 1 release!

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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Princess Viscra Maelstrom » Sun Sep 11, 2011 5:43 am

The trails of the Arachnotron's rail shots are fired in a straight line, regardless of were you stand.
Maybe there should be a option to lob grenades as well as throwing them? Would help immensely when throwing them into small spaces, or to use as mine traps against enemies.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby TheDoomGuy » Sun Sep 11, 2011 4:12 pm

Question: You stated that you intend to replace the enemies (presumably with more original ones), so does that mean that you also intend to create maps for this as well? If this were turned into a megawad, and one done well, it could easily be one of the best ZDOOM projects ever.


EDIT: Also, I think icing on the cake for this mod would be player/enemy footsteps. Since there's such an emphasis on maneuverability, it would be cool if the marine enemies had forward/side somersault rolls for evading attacks. And uh, the pistol should have the forward aim like the assault rifle.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby bleant » Sun Sep 11, 2011 8:32 pm

TheDoomGuy wrote: And uh, the pistol should have the forward aim like the assault rifle.


What for? The forward aim of the assault rifle's purpose is to enable long range shooting, pretty much like a sniper weapon, so that's why it's the only one with that kind of thing. I agree it would be cool, but it would be pointless here. A pistol is a medium range weapon, meant for shooting enemies close by.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Conmon » Sun Sep 11, 2011 10:11 pm

This.... is great.

Maybe I'll whip up some maps or something for this sometime... if you want. Seeing as it's just a gameplay mod, you probably weren't planning on maps.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby marble » Sun Sep 11, 2011 11:30 pm

A few more notes:

-enemies should reload.
-would be very nice to have iron sights for the other guns as well, and
-make the reticle transparent.

really loving the mod so far, keep it up!
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Se7eNytes » Sun Sep 11, 2011 11:46 pm

marble wrote:-enemies should reload.

They do already, they usually yell out a random obscenity when it happens and fall back a little while they reload.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby TheDoomGuy » Mon Sep 12, 2011 2:47 am

bleant wrote:
TheDoomGuy wrote: And uh, the pistol should have the forward aim like the assault rifle.


What for? The forward aim of the assault rifle's purpose is to enable long range shooting, pretty much like a sniper weapon, so that's why it's the only one with that kind of thing. I agree it would be cool, but it would be pointless here. A pistol is a medium range weapon, meant for shooting enemies close by.


Well, in games with aiming down sights, there's usually that option for the pistol. I mean, who really shoots a pistol at an angle like that?
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby bleant » Mon Sep 12, 2011 7:57 am

Well, as I said, the purpose of that sight is to make the weapon a long distance weapon, some people wanted a sniper weapon, but instead he gave us an assault rifle that we can use as a sniper, I actually do prefer it. I see no problem with the way the pistol is, I can shoot okay with it, besides, making the pistol have more features than it has already would make it OP, after all, it's a very strong weapon.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Princess Viscra Maelstrom » Mon Sep 12, 2011 11:40 am

I dunno, seeing as the pistol is a weapon that isn't perfectly accurate, being able to snipe with it makes sense. Nevermind the fact that it's rather powerful, its rare ammo more than enough makes up for that.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Enjay » Mon Sep 12, 2011 2:54 pm

I really like how the grenades can be thrown with any weapon readied - but they don't seem to be an alt-fire for the weapon. Can I ask how they were done? I haven't had a chance to pick through the code myself yet. ;)
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby bleant » Mon Sep 12, 2011 3:00 pm

Do you mean this?
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Enjay » Mon Sep 12, 2011 3:09 pm

I think it might be (thanks) but I'm having difficulty following how such a system would be used to add a grenade toss state to the weapons.

Simplest case, without complicating things with reloads, how could I, say, add an offhand grenade throwing animation to the Doom pistol (without making it an alt-fire and assuming that I had arm sprites ready to roll... which I don't, but meh!)?
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Xaser » Mon Sep 12, 2011 4:09 pm

If it's done the way I think it is, it's basically the same as the standard reloading code floating around everywhere. It involves a few steps:

  • Create a set of "TossGrenade" states -- this is the obvious part ;)
  • Create a token item (just a dummy item that inherits from Inventory). Rig up the weapon's "Ready" state to check each tic if the player holds this item and, if so, jump to the "TossGrenade" state.
  • Create a second inventory item -- let's call it "ActionItem" -- inherited from CustomInventory, that gives the token item in the Use state for a single tic (then takes it away). Give this item to the player at the start (i.e. Player.StartItem), but make sure it has -INVBAR.
  • Create an alias in KEYCONF for "Use ActionItem". When the player binds this alias to a key and presses it, the Action Item is used, the Token Item is given, and the weapon states jump to the "TossGrenade" state. Voila. ;)
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Enjay » Mon Sep 12, 2011 4:33 pm

Ah right, I get it now. Thanks.

[edit] Oh, and to get back on topic, I forgot to mention how much I like the fact that this mod gives you, a pistol that isn't shit. I mean, once I have started picking up other weapons, sometimes I still opt to go back to the pistol for certain situations. Only very rarely do I do that with the original Doom pistol. [/edit]
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby DoomRater » Tue Sep 13, 2011 9:22 am

Woo, the inventory trigger method I developed is still going strong! And yup, that inventory trigger method can be expanded to include as many different attacks or functions as one might want.
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